dawn-cmake/src/backend/d3d12/D3D12Backend.h

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// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef BACKEND_D3D12_D3D12BACKEND_H_
#define BACKEND_D3D12_D3D12BACKEND_H_
#include "nxt/nxtcpp.h"
#include "backend/DepthStencilState.h"
#include "backend/Device.h"
#include "backend/RenderPass.h"
#include "backend/ToBackend.h"
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#include "backend/d3d12/d3d12_platform.h"
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namespace backend { namespace d3d12 {
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class BindGroup;
class BindGroupLayout;
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class BlendState;
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class Buffer;
class BufferView;
class CommandBuffer;
class ComputePipeline;
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class DepthStencilState;
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class Device;
class Framebuffer;
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class InputState;
class PipelineLayout;
class Queue;
class RenderPass;
class RenderPipeline;
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class Sampler;
class ShaderModule;
class SwapChain;
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class Texture;
class TextureView;
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class CommandAllocatorManager;
class DescriptorHeapAllocator;
class MapReadRequestTracker;
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class ResourceAllocator;
class ResourceUploader;
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struct D3D12BackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
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using BlendStateType = BlendState;
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using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using ComputePipelineType = ComputePipeline;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
using FramebufferType = Framebuffer;
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using InputStateType = InputState;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPassType = RenderPass;
using RenderPipelineType = RenderPipeline;
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using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using SwapChainType = SwapChain;
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using TextureType = Texture;
using TextureViewType = TextureView;
};
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template <typename T>
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auto ToBackend(T&& common) -> decltype(ToBackendBase<D3D12BackendTraits>(common)) {
return ToBackendBase<D3D12BackendTraits>(common);
}
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void ASSERT_SUCCESS(HRESULT hr);
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// Definition of backend types
class Device : public DeviceBase {
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public:
Device();
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~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BlendStateBase* CreateBlendState(BlendStateBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
void TickImpl() override;
ComPtr<IDXGIFactory4> GetFactory();
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ComPtr<ID3D12Device> GetD3D12Device();
ComPtr<ID3D12CommandQueue> GetCommandQueue();
DescriptorHeapAllocator* GetDescriptorHeapAllocator();
MapReadRequestTracker* GetMapReadRequestTracker() const;
ResourceAllocator* GetResourceAllocator();
ResourceUploader* GetResourceUploader();
void OpenCommandList(ComPtr<ID3D12GraphicsCommandList>* commandList);
ComPtr<ID3D12GraphicsCommandList> GetPendingCommandList();
uint64_t GetSerial() const;
void NextSerial();
void WaitForSerial(uint64_t serial);
void ExecuteCommandLists(std::initializer_list<ID3D12CommandList*> commandLists);
private:
uint64_t mSerial = 0;
ComPtr<ID3D12Fence> mFence;
HANDLE mFenceEvent;
ComPtr<IDXGIFactory4> mFactory;
ComPtr<IDXGIAdapter1> mHardwareAdapter;
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ComPtr<ID3D12Device> mD3d12Device;
ComPtr<ID3D12CommandQueue> mCommandQueue;
CommandAllocatorManager* mCommandAllocatorManager = nullptr;
DescriptorHeapAllocator* mDescriptorHeapAllocator = nullptr;
MapReadRequestTracker* mMapReadRequestTracker = nullptr;
ResourceAllocator* mResourceAllocator = nullptr;
ResourceUploader* mResourceUploader = nullptr;
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struct PendingCommandList {
ComPtr<ID3D12GraphicsCommandList> commandList;
bool open = false;
} mPendingCommands;
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};
class RenderPass : public RenderPassBase {
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public:
RenderPass(Device* device, RenderPassBuilder* builder);
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private:
Device* mDevice;
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};
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}} // namespace backend::d3d12
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#endif // BACKEND_D3D12_D3D12BACKEND_H_